cleanup c++ code
This commit is contained in:
@@ -1,8 +1,6 @@
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#include "state_machine/State.h"
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using namespace godot;
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void State::_register_methods()
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void alai::State::_register_methods()
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{
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register_method("set_parent", &State::set_parent);
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register_method("get_parent", &State::get_parent);
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@@ -11,44 +9,44 @@ void State::_register_methods()
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register_method("_state_exit", &State::_state_exit);
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}
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State::State()
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alai::State::State()
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{
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}
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State::~State()
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alai::State::~State()
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{
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}
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void State::_init()
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void alai::State::_init()
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{
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}
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void State::_state_enter(const String state, const Array args)
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void alai::State::_state_enter(const godot::String state, const godot::Array args)
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{
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WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!");
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}
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void State::_state_exit(const String state, const Array args)
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void alai::State::_state_exit(const godot::String state, const godot::Array args)
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{
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WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!");
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}
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void State::set_parent(Node *parent)
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void alai::State::set_parent(Node *parent)
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{
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this->parent = parent;
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}
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Node *State::get_parent()
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godot::Node *alai::State::get_parent()
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{
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return parent;
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}
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void State::set_state_machine(StateMachine *state_machine)
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void alai::State::set_state_machine(alai::StateMachine *state_machine)
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{
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this->state_machine = state_machine;
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}
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StateMachine *State::get_state_machine()
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alai::StateMachine *alai::State::get_state_machine()
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{
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return this->state_machine;
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}
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@@ -1,12 +1,11 @@
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#ifndef JUEGO_STATE_H
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#define JUEGO_STATE_H
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#ifndef ALAI_STATE_MACHINE_STATE_H
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#define ALAI_STATE_MACHINE_STATE_H
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#include "state_machine/StateMachine.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class provides a virtual template state that real states should extend from and override.
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@@ -21,7 +20,7 @@ namespace godot
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* @brief The state's parent, this is the node 1 level above the state machine.
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*
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*/
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Node *parent;
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godot::Node *parent;
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/**
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* @brief The state machine itself, used to handle all state related work.
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*
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@@ -61,7 +60,7 @@ namespace godot
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* @param[in] state This will contain the previous state.
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* @param[in] args The arguments passed to the state.
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*/
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virtual void _state_enter(const String state, const Array args = Array());
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virtual void _state_enter(const godot::String state, const godot::Array args = godot::Array());
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/**
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* @brief This is called when a state is exited.
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@@ -69,14 +68,14 @@ namespace godot
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* @param[in] state The state we are going to.
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* @param[in] args The arguments passed to the state.
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*/
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virtual void _state_exit(const String state, const Array args = Array());
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virtual void _state_exit(const godot::String state, const godot::Array args = godot::Array());
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/**
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* @brief Set the parent object.
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*
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* @param[in] parent The parent of the state.
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*/
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virtual void set_parent(Node *parent) final;
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virtual void set_parent(godot::Node *parent) final;
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/**
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* @brief Get the parent object.
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@@ -1,35 +1,33 @@
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#include "state_machine/StateMachine.h"
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#include "state_machine/State.h"
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using namespace godot;
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void StateMachine::_register_methods()
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void alai::StateMachine::_register_methods()
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{
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register_method("_ready", &StateMachine::_ready);
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register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
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register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
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register_property<StateMachine, String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, String());
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register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
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register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
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register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
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register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
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godot::register_method("_ready", &StateMachine::_ready);
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godot::register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
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godot::register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
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godot::register_property<StateMachine, godot::String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, godot::String());
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godot::register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
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godot::register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
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godot::register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
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godot::register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
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}
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StateMachine::StateMachine()
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alai::StateMachine::StateMachine()
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{
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}
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StateMachine::~StateMachine()
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alai::StateMachine::~StateMachine()
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{
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}
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void StateMachine::_init()
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void alai::StateMachine::_init()
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{
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set_default_state(String());
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set_default_state(godot::String());
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set_debug(false);
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}
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void StateMachine::_ready()
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void alai::StateMachine::_ready()
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{
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connect("tree_entered", this, "_on_StateMachine_tree_entered");
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connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
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@@ -46,7 +44,7 @@ void StateMachine::_ready()
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setup();
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}
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void StateMachine::setup()
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void alai::StateMachine::setup()
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{
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auto children = get_children();
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@@ -89,7 +87,7 @@ void StateMachine::setup()
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}
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}
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void StateMachine::add_states()
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void alai::StateMachine::add_states()
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{
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auto children = get_children();
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for (uint8_t i = 0; i < children.size(); i++)
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@@ -99,12 +97,12 @@ void StateMachine::add_states()
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}
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}
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void StateMachine::add_state(const String state, Node *child)
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void alai::StateMachine::add_state(const godot::String state, Node *child)
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{
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states[state] = child;
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}
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bool StateMachine::is_current(const String state)
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bool alai::StateMachine::is_current(const godot::String state)
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{
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if (get_current_state() == "")
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{
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@@ -116,19 +114,19 @@ bool StateMachine::is_current(const String state)
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}
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}
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bool StateMachine::has(const String state)
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bool alai::StateMachine::has(const godot::String state)
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{
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return states.has(state);
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}
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void StateMachine::restart(const String state, const Array& args)
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void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
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{
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this->call("_state_exit", state, args);
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this->call("_state_enter", state, args);
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this->emit_signal("state_restarted", get_current_state());
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}
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void StateMachine::change(const String state, const Array &args)
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void alai::StateMachine::change(const godot::String state, const godot::Array &args)
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{
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if (is_current(state))
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{
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@@ -143,7 +141,7 @@ void StateMachine::change(const String state, const Array &args)
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auto previous_state = get_current_state();
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Variant exiting;
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godot::Variant exiting;
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Node *state_node = Object::cast_to<Node>(this->states[previous_state]);
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if (state_node)
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{
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@@ -171,7 +169,7 @@ void StateMachine::change(const String state, const Array &args)
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this->emit_signal("state_exited", get_current_state());
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if (debug)
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{
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Godot::print(get_current_state() + " exited!");
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godot::Godot::print(get_current_state() + " exited!");
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}
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}
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@@ -199,11 +197,11 @@ void StateMachine::change(const String state, const Array &args)
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this->emit_signal("state_entered", get_current_state());
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if (debug)
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{
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Godot::print(get_current_state() + " entered!");
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godot::Godot::print(get_current_state() + " entered!");
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}
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}
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Variant StateMachine::call(const String method, const Array &args)
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godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
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{
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auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
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if (node)
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@@ -215,57 +213,57 @@ Variant StateMachine::call(const String method, const Array &args)
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else
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{
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WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!");
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return Variant();
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return godot::Variant();
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}
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}
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else
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{
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ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
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return Variant();
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return godot::Variant();
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}
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}
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Variant StateMachine::_call(const String method, const Array &args)
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godot::Variant alai::StateMachine::_call(const godot::String method, const godot::Array &args)
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{
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return this->call(method, args);
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}
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void StateMachine::set_default_state(const String default_state)
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void alai::StateMachine::set_default_state(const godot::String default_state)
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{
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this->default_state = default_state;
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}
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String StateMachine::get_default_state()
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godot::String alai::StateMachine::get_default_state()
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{
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return this->default_state;
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}
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void StateMachine::set_current_state(const String current_sate)
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void alai::StateMachine::set_current_state(const godot::String current_sate)
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{
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this->current_state = current_sate;
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}
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String StateMachine::get_current_state()
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godot::String alai::StateMachine::get_current_state()
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{
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return this->current_state;
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}
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void StateMachine::set_debug(bool debug)
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void alai::StateMachine::set_debug(bool debug)
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{
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this->debug = debug;
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}
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bool StateMachine::get_debug()
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bool alai::StateMachine::get_debug()
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{
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return this->debug;
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}
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void StateMachine::_on_StateMachine_tree_entered()
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void alai::StateMachine::_on_StateMachine_tree_entered()
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{
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setup();
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}
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void StateMachine::_on_StateMachine_tree_exiting()
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void alai::StateMachine::_on_StateMachine_tree_exiting()
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{
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auto keys = states.keys();
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for (uint8_t i = 0; i < keys.size(); i++)
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@@ -1,32 +1,32 @@
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#ifndef JUEGO_STATE_MACHINE_H
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#define JUEGO_STATE_MACHINE_H
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#ifndef ALAI_STATE_MACHINE_STATE_MACHINE_H
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#define ALAI_STATE_MACHINE_STATE_MACHINE_H
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#include <Godot.hpp>
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#include <Node.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class provides a finite state machine that can be used with any scene and node.
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*
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*/
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class StateMachine : public Node
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class StateMachine : public godot::Node
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{
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GODOT_CLASS(StateMachine, Node)
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GODOT_CLASS(StateMachine, godot::Node)
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private:
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/**
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* @brief The parent node which is one level above the state machine.
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*
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*/
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Node *parent;
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godot::Node *parent;
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/**
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* @brief The default state for the state machine to run.
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*
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* @details If this is not set, the state machine will try to run the first state node.
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* If no state nodes are present, an error will be printed and the state machine will not work.
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*/
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String default_state;
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godot::String default_state;
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/**
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* @brief If set to true the state machine will print a message showing when it enters or exits a state.
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*
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@@ -36,12 +36,12 @@ namespace godot
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* @brief The current state the machine is in.
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*
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*/
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String current_state;
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godot::String current_state;
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/**
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* @brief A list of the states in the state machine.
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*
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*/
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Dictionary states;
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godot::Dictionary states;
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/**
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* @brief This adds all nodes of the states machine as states in the machine.
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@@ -55,14 +55,14 @@ namespace godot
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* @param[in] state The new state.
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* @param[in] child The godot node which represents the state.
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*/
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void add_state(const String state, Node *child);
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void add_state(const godot::String state, godot::Node *child);
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/**
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* @brief Set the current state object.
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*
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* @param[in] current_state The current state that is running.
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*/
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void set_current_state(const String current_state);
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void set_current_state(const godot::String current_state);
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public:
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/**
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@@ -109,7 +109,7 @@ namespace godot
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* @return true If the running state and given state are the same.
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* @return false If the running state and given state are not the same.
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*/
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bool is_current(const String state);
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bool is_current(const godot::String state);
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/**
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* @brief Check if the state machine has a given state.
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@@ -118,7 +118,7 @@ namespace godot
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* @return true If the state exists.
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* @return false If the state doesn't exist.
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*/
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bool has(const String state);
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bool has(const godot::String state);
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/**
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* @brief Restar the running state by calling its enter and exit methods.
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@@ -126,7 +126,7 @@ namespace godot
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* @param[in] state The state that is being restarted.
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* @param[in] args The arguments to pass to the state on exit and enter.
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*/
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void restart(const String state, const Array& args = Array());
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void restart(const godot::String state, const godot::Array& args = godot::Array());
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/**
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* @brief Change to a different state.
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@@ -136,7 +136,7 @@ namespace godot
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* @param[in] state The state to change to.
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* @param[in] args The arguments to pass to the exiting state and the entering state.
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*/
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void change(const String state, const Array &args = Array());
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void change(const godot::String state, const godot::Array &args = godot::Array());
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/**
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* @brief Call a registered godot method in the class.
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@@ -145,7 +145,7 @@ namespace godot
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* @param[in] args The arguments to pass to the method.
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* @return Variant Returns a Variant based off what the method returns.
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*/
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Variant call(const String method, const Array &args = Array());
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godot::Variant call(const godot::String method, const godot::Array &args = godot::Array());
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/**
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* @brief This method is to link up a signal call back.
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@@ -154,28 +154,28 @@ namespace godot
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* @param[in] args The arguments to pass to the method.
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* @return Variant Returns a Variant based off what the method returns.
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*/
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Variant _call(const String method, const Array &args = Array());
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godot::Variant _call(const godot::String method, const godot::Array &args = godot::Array());
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/**
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* @brief Set the default state object.
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*
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* @param[in] default_state The new default state.
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*/
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void set_default_state(const String default_state);
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void set_default_state(const godot::String default_state);
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/**
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* @brief Get the default state object.
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*
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||||
* @return String The default state.
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||||
*/
|
||||
String get_default_state();
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godot::String get_default_state();
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||||
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||||
/**
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||||
* @brief Get the current state object.
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||||
*
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||||
* @return String The current running state.
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||||
*/
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||||
String get_current_state();
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godot::String get_current_state();
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||||
|
||||
/**
|
||||
* @brief Set the debug object.
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||||
@@ -210,51 +210,51 @@ namespace godot
|
||||
/**
|
||||
* @brief Restarts the running state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass to restart.
|
||||
* @param Args Variable number of arguments to pass to restart.
|
||||
* @param[in] state The state being restarted.
|
||||
* @param[in] args The arguments to pass when restarting.
|
||||
*/
|
||||
template <class ...Args> void restart(const String state, Args ...args)
|
||||
template <class ...Args> void restart(const godot::String state, Args ...args)
|
||||
{
|
||||
return restart(state, Array::make(args...));
|
||||
return restart(state, godot::Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Changes to a new state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass when chaning states.
|
||||
* @param Args Variable number of arguments to pass when changing states.
|
||||
* @param[in] state The state to change to.
|
||||
* @param[in] args The arguments to pass to the new state.
|
||||
*/
|
||||
template <class ...Args> void change(const String state, Args ...args)
|
||||
template <class ...Args> void change(const godot::String state, Args ...args)
|
||||
{
|
||||
return change(state, Array::make(args...));
|
||||
return change(state, godot::Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Call a registered godot method in the class.
|
||||
*
|
||||
* @tparam Args The variable arguments to pass to the method.
|
||||
* @param Args The variable arguments to pass to the method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass to it.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant call(const String method, Args ...args)
|
||||
template <class ...Args> godot::Variant call(const godot::String method, Args ...args)
|
||||
{
|
||||
return call(method, Array::make(args...));
|
||||
return call(method, godot::Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief This is used to connect a callback from a signal.
|
||||
*
|
||||
* @tparam Args The arguments to pass to the callback method.
|
||||
* @param Args The arguments to pass to the callback method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant _call(const String method, Args ...args)
|
||||
template <class ...Args> godot::Variant _call(const godot::String method, Args ...args)
|
||||
{
|
||||
return _call(method, Array::make(args...));
|
||||
return _call(method, godot::Array::make(args...));
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user